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Posted: Fri Apr 20, 2007 5:38 pm
by Pug
FLYING HEADBUTT:

This player is a suicidal blocker, and uses his head to best effect. Most of the time anyway.

This skill may be used as part of a BLITZ action. The player must move at least 1 square. The attacking player gets a two dice block on the victim player regardless of strength. This is reduced to a one dice block if the victim player has two or more block assisting players (Normal assist rules apply). Regardless of the result of the block the attacking player is layed face up. A D6 is rolled on a 5 or 6 the attacking player is face down PRONE. Roll for injury on victim player, ignoring armour roll.
*The victim has been smacked direct in the head not a normal block per se.

Posted: Fri Apr 20, 2007 6:26 pm
by Grumbledook
did someone perform this on you to come up with that suggestion? ;]

i think its horribly broken and over the top silly

Posted: Sun Apr 22, 2007 8:52 pm
by datalorex
We have extra arms and extra head, so why not...

Mutation:
Extra Leg(s). When declaring a move or blitz action, make an agility roll to get +2 MV for that turn.

Posted: Tue Mar 18, 2008 1:33 am
by DG_Slider
Ok here are some from my old league. Yes, they are inspired from second edition but have been updated to try and capture the feel of the recent LRBs. Most of these are league skills so may not necessarily be practical. I am thinking of combing Temporal Instability and Teleport to come up with a fun and risky skill.

Gelatinous Form (Mutation)
The player body has turned soft and spongy. As such, even the most powerful blow seems to be simply absorbed. This player cannot have his injury roll modified in any way.


Obese (Mutation)
The player is extremely fat and his excess layers of lard make running a little troublesome. The player may not take Go For It steps (cannot take Sprint).The player’s extra mass does help him against opposing blocks. The player is immune to the effects of Grab and Wrestle.


Temporal Instability (Mutation)
Before taking an action with this player, roll a D6. On a 3 or more, the player moves 1d6+1 squares the direction of the scatter template. The player ignores tackle zones and does not have to dodge. This move replaces his normal movement allowance. If he appears in a square occupied by an opposing player, he immediately pushes back the opponent; using normal push back rules (even with stand firm due to the surprising nature of the attack) and performs a block (this could result in 2 push-backs). If occupied by a teammate, just push back the player to an unoccupied square as normal. If the mutant scatters out-of-bounds, he is injured by the crowd as normal and causes a turnover.

Slimy

Posted: Mon Apr 06, 2009 10:17 pm
by gandresch
Hi,

another great idea i have this evening, hehe:

Slimy (M):
The player has a secretor for slime, that covers parts of his body with green/brown (whatever) slime.
If the player is blocked or blitzed and he's knocked down after he's been pushed (so no Both-Down results), he may choose to slide one more square in the same direction, if the square is empty. If the square is not empty, he can't use his skill.

Greetz,
gan

Posted: Tue Apr 14, 2009 3:10 pm
by voyagers_uk
Third Leg

This skill allows the owner to apply -1 to their opponent ST calculation upon being the target of a blitz.

sort of like reverse Horns. A bit like Double Dauntless was in the MBBL2

Was inspired when I was looking at the colour pictures of the 2ed Chaos Dwarf reference sheets for their Blitzers

Posted: Tue Apr 14, 2009 3:20 pm
by Fondu77
voyagers_uk wrote:
Third Leg

sort of like reverse Horns.
:lol: :lol: :lol: :lol:

Posted: Tue Apr 14, 2009 4:19 pm
by voyagers_uk
I expected someone.... I did think Hoomin would beat you there.... Oh well.

Posted: Tue Apr 14, 2009 6:23 pm
by Fondu77
Quite sure homin would have made a comment :smoking:

Re: Skill Idea Archive: Physical

Posted: Wed Dec 09, 2009 8:25 pm
by Blackhoof
"Wings": The player may avoid tackle zones. However if he does so he must roll as if he had "Go for it". In addition to this if the player is thown by a team mate, he may choose to re-roll either the scatter roll for where he lands, or the landing roll it's self. the player must choose to re-roll one of the other and cannot re-roll both in the same turn.

Re: Skill Idea Archive: Physical

Posted: Wed Dec 09, 2009 9:00 pm
by plasmoid
OK - please elaborate. I didn't understand the first half at all.

Re: Skill Idea Archive: Physical

Posted: Wed Dec 09, 2009 9:09 pm
by Blackhoof
Ok plasimoid, we tested this at our club and it does work well.

1)Move. 2)May choose to move past player avoiding tackle zones (don't know why I put the dodge bit in,I will edit it out)
3)But the player must roll as if he is "Going for it!" so if he fails he could injure himself.

Re: Skill Idea Archive: Physical

Posted: Wed Dec 09, 2009 9:16 pm
by Joemanji
So anyone dodges on a 2+ basically? :o

Re: Skill Idea Archive: Physical

Posted: Wed Dec 09, 2009 9:24 pm
by Blackhoof
Hmm... How about the player earns the no hands, to repersent his arms being wings instead(doom-diver) skill that should balance things out so...

"Wings": The player may avoid tackle zones. However if he does so he must roll as if he had "Go for it". In addition to this if the player is thown by a team mate, he may choose to re-roll either the scatter roll for where he lands, or the landing roll it's self. the player must choose to re-roll one of the other and cannot re-roll both in the same turn. The player also earns the no-hands skill, that would make him primally for blocking purposes and not ball carrying.

Re: Skill Idea Archive: Physical

Posted: Fri Nov 08, 2019 12:58 pm
by Khar-peth
Necro I know but this thread is still valid after all.
Thought about this one a long time ago :

Very Long Arms
This player got extra inches of upper limbs.
A player with this skill can pick up a ball in an adjacent square.
Normal modifiers still apply.